EDF weapon reference: Difference between revisions
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Altazimuth (talk | contribs) m (Fixed Syntax section.) |
Altazimuth (talk | contribs) m (Fix a few dumb mistakes.) |
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===Header properties=== | ===Header properties=== | ||
* ''<inherited weaponinfo>'' must be a value, even if the | * ''<inherited weaponinfo>'' must be a value, even if the weaponinfo doesn't inherit from anything else. In that case, it must be '''Weapon''', which is a placeholder value belonging to no real weaponinfo. | ||
* ''<dehackednum>'' | * ''<dehackednum>'' -1 if not used. If -1, it can be omitted, leaving just this: | ||
weaponinfo <unique name> : <inherited weaponinfo> {<attributes>} | weaponinfo <unique name> : <inherited weaponinfo> {<attributes>} | ||
* If header properties are used, the pre-Alfheim syntax '''inherits''' and '''dehackednum''' attributes are not used. | * If header properties are used, the pre-Alfheim syntax '''inherits''' and '''dehackednum''' attributes are not used. |
Revision as of 02:01, 11 July 2017
TODO: Initial spiel.
- See User:Altazimuth/Weapon info flags
- Back to EDF
Eternity Alfheim syntax
For versions of Eternity from Alfheim up, EDF weaponinfo support the following syntax. Make sure to add:
setdialect("ALFHEIM")
before using this syntax:
weaponinfo <unique name> : <inherited weaponinfo>, <dehackednum> { <other attributes> }
Header properties
- <inherited weaponinfo> must be a value, even if the weaponinfo doesn't inherit from anything else. In that case, it must be Weapon, which is a placeholder value belonging to no real weaponinfo.
- <dehackednum> -1 if not used. If -1, it can be omitted, leaving just this:
weaponinfo <unique name> : <inherited weaponinfo> {<attributes>}
- If header properties are used, the pre-Alfheim syntax inherits and dehackednum attributes are not used.
Syntax
weaponinfo <unique name> [: <parent type> [, <dehackednum>]] { dehackednum <unique number> inherits <weaponinfo> ammotype <artifact mnemonic> upstate <frame> downstate <frame> readystate <frame> attackstate <frame> flashstate <frame> ammouse <number> nextincycle <weapon info mnemonic> previncycle <weapon info mnemonic> cflags <flag list> addflags <flag list> remflags <flag list> mod <MOD name OR number> recoil <number> hapticrecoil <number> haptictime <number> upsound <sound> readysound <sound> tracker <string, TO BE REMOVED> firstdecoratestate <frame> states <DECORATE state syntax heredoc> }